Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 9800 GT 1GB comes with core speeds of 600 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 112 SPUs along with 56 Texture Address Units and 16 Rasterization Operator Units.
Compare that to the GeForce GT 430 1GB, which comes with core clock speeds of 700 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 96 SPUs along with 16 TAUs and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce 9800 GT 1GB should theoretically be a lot better than the GeForce GT 430 1GB overall. (explain)
Texel RateThe GeForce 9800 GT 1GB should be quite a bit (about 200%) faster with regards to anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce 9800 GT 1GB is a lot (about 243%) faster with regards to FSAA than the GeForce GT 430 1GB, and will be able to handle higher screen resolutions better. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.
Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.
Memory Bandwidth: Bandwidth is the maximum amount of data (measured in megabytes per second) that can be transferred over the external memory interface within a second. It is calculated by multiplying the interface width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This is worked out by multiplying the total texture units by the core speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.